private static void Load() { TextAsset str = Resources.Load <TextAsset> ("Lang/" + currentLanguage); LanguageConfigs = JSONNode.Parse(str.ToString()); XLAFInnerLog.Debug("bytes", LanguageConfigs); }
private void TimeOutEnded() { if (!isRunning) { return; } XLAFInnerLog.Debug("TimeOutEnded"); isRunning = false; MgrBackdoor.clickedTimes = 0; }
/// <summary> /// Initializes a new instance of the <see cref="XLAF.Public.SceneObject"/> class without asset bundle. /// </summary> /// <param name="fullSceneNamePath">Full scene name path.</param> public SceneObject(string fullSceneNamePath) { string[] tmp = fullSceneNamePath.Split('/'); this._sceneName = tmp [tmp.Length - 1]; UnityEngine.Object _prefab = Resources.Load(fullSceneNamePath); XLAFInnerLog.Debug(fullSceneNamePath); GameObject scene = (GameObject)UnityEngine.Object.Instantiate(_prefab); initAttr(scene, _sceneName); }
// /// <summary> // /// Loads the bundle. // /// </summary> // /// <returns>The bundle all.</returns> // /// <param name="path">Path.</param> // /// <param name="sceneName">Scene name.</param> // private IEnumerator LoadBundle (string path, string sceneName) // { // WWW bundle = new WWW (path); // yield return bundle; // GameObject scene = (GameObject)UnityEngine.Object.Instantiate (bundle.assetBundle.LoadAsset (sceneName)); // initAttr (scene, sceneName); // yield return 1; // } /// <summary> /// Initializes a new instance of the <see cref="XLAF.Public.SceneObject"/> class with asset bundle. /// </summary> /// <param name="assetBundleFullPathName">AssetBundle full path name. <para></para> /// e.g. /StreamingAssets/Android/all.assetbundle</param> /// <param name="sceneName">Scene name. e.g. Pop1</param> public SceneObject(string assetBundleFullPathName, string sceneName) { XLAFInnerLog.Debug("New SceneObject:", assetBundleFullPathName, sceneName); //use async load will cause setParent not right //MgrCoroutine.DoCoroutine (LoadBundle (assetBundleFullPathName, sceneName)); WWW bundle = new WWW(assetBundleFullPathName); GameObject scene = (GameObject)UnityEngine.Object.Instantiate(bundle.assetBundle.LoadAsset(sceneName)); bundle.assetBundle.Unload(false); this._sceneName = sceneName; initAttr(scene, sceneName); }
/// <summary> /// Shows the alert. /// </summary> /// <param name="title">Title.</param> /// <param name="message">Message.</param> /// <param name="okLabel">Ok label.</param> /// <param name="actionOK">Action O.</param> public static void ShowAlert(string title, string message, string okLabel, Action actionOK) { //!!TODO!! XLAFInnerLog.Debug(title, message); }
/// <summary> /// Shows the alert. /// </summary> /// <param name="title">Title.</param> /// <param name="message">Message.</param> /// <param name="okLabel">Ok label.</param> /// <param name="cancelLabel">Cancel label.</param> /// <param name="neutralLabel">Neutral label.</param> /// <param name="actionOK">Action O.</param> /// <param name="actionCancel">Action cancel.</param> /// <param name="actionNeutral">Action neutral.</param> public static void ShowAlert(string title, string message, string okLabel, string cancelLabel, string neutralLabel, Action actionOK, Action actionCancel, Action actionNeutral) { //!!TODO!! XLAFInnerLog.Debug(title, message); }
/// <summary> /// Determines if has asset bundle the specified sceneName. /// </summary> /// <returns><c>true</c> if has asset bundle the specified sceneName; otherwise, <c>false</c>.</returns> /// <param name="sceneName">Scene name.</param> public static bool HasAssetBundle(string sceneName) { XLAFInnerLog.Debug("HasAssetBundle()", jsonData, sceneName, GetAssetBundlePath(sceneName) != ""); return(GetAssetBundlePath(sceneName) != ""); }
static MgrMultiLanguage() { currentLanguage = MgrData.GetString(MgrData.appSettingsName, "XLAF.language", DEFAULT_LANGUAGE); XLAFInnerLog.Debug("currentLanguage", currentLanguage); Load(); }